Global Guideline - Interviewer and Interviewee Guide

Links

Chef Interview Preparation Guide

Chef Interview Questions and Answers will guide us now that a chef is a person who cooks professionally. In a professional kitchen setting, the term is used only for the one person in charge of everyone else in the kitchen the executive chef. So learn basic Chef knowledge by this Chef Interview Questions with Answers guide

29 Chef Questions and Answers:

A K-5 Kitchen Aid, simply, is a 5 quart mixer. It's very versatile and convenient. Given the size, it's very easy to locate in a designated station. Also, I have the the ability to create small batch soufflés in real time, no prepping ahead. Normally, in hospitality, you'll use a 20 qt., 40 qt., 60 qt., 80 qt. mixer. Which has too much capacity. Also, the K-5 has all the attachments you'll need for anything. It slices, shreds, mixes, kneads, whips, grinds, etc. I could go on and on because the limits are endless. Suffice to say, this piece of equipment is very valuable.

It basically depends on what you want to make. For grinding purposes, go up Desserts first to get to Pastebread and Kiwik Swirl. Cooking skills are essential in providing a high-quality product, since that gives you a better assembly skill (improving your success types on the initial combination) and higher experimentation skill (giving better successes during experimentation and more points to spend).

With the revamp, there are many more useful foods, instead of just the old Angerian Fishak, Bivoli Tempari, Ryshcate, Breath of Heaven, and Correlian Fried Ice cream (all Master or 4th level schematics). Many foods are either unique in their effects (such as the Entrées I food Blood Chowder, with Bleed resist) or have something that makes it preferable to higher-level foods, even if the size of the buff is less. For example, Synthsteak gives you damage reduction, but with a lower percentage than Flameout (a Master Chef drink). Also, Synthsteak has a lower filling and reduces damage from more hits, possibly making it more desirable to someone who may not need Flameout's 90-100% damage reduction.

Factories are useful for a few reasons. First, they make items for you without you having to hand-craft everything, allowing you to go do non-chef things and still have stock to sell. Second, the items come out in crates of 25 items, each crate only taking up one inventory slot. These crates are highly valued by your customers, since now they can carry around 25 Vasarian Brandies in the space of two (one slot for the crate, one for the extracted drink they can drink from). Finally, some schematics require "factory identical" components. This means that in order to make, for example, Vayerbok, you have to insert two alcohols that were made in the same factory run. Many higher-level food items require factory identical components.

To get a factory, go to your local low-level architect (he/she only needs "Installations I" and "Buildings I") and order a "Food Factory". This will probably cost around 25k. Place it like any other building, and you're almost ready to mass-produce. Factories require maintenance and power just like harvesters. 50 credits/hour and 50 power/hour will keep it chugging out crates for you.

Ah yes, with the new publish we've finally "Got Milk". Milk can be obtained from living creatures, with not a lot of information currently available about what is available to be milked. First off, in order to keep from "spooking" the animal you must either have "Mask Scent" (requiring Exploration II in scout) or be camouflaged (requiring Ranger skills or having a ranger apply a camouflage pack to your character). While the concealment is in effect, bring up the radial menu on the creature, wait a second, and the "Harvest Milk" option will pop up if the creature is milkable. Select this, stay close to the animal for 20-30 seconds, and you will obtain a stack of either Wild Milk (the most common) or Domesticated.

The size of the stack seems to be determined mainly by the type of creature (I've found that larger creatures give larger stacks), and does not seem to be affected by your "creature harvesting" skill.

The experimental percentage determines where in the range your food actually lands. So if you experiment to 50% in some category, the stats affected by that category will be halfway between the min and max. Experimenting to 66% means it will be 2/3rds of the way. The actual calculation is:

Stat value = StatMin + (StatMax – StatMin) * CategoryPercent / 100

For example, Air Cake's bonus to Dodge (affected by the Nutrition category) ranges from 15 to 25. The range from min to max is 10, so the actual bonus you get will be 15 + 10 * Nutrition% / 100. If you experimented nutrition to 45%, this would be +19.5 to dodge.

The Revamp Food Chart has the stat ranges for the majority of the foods (it's still in the process of being completely filled out). These were determined by basically running the "Min + % * range" equation backwards, so there is some margin of error, especially for foods with narrow min/max ranges.

Well it's really wasn't funny then, but, one time a cook was lighting a pilot light and threw the lit piece of paper they were using to light the stove in the garbage can. The can caught on fire in the middle of the rush.

At home, I make a variety of charcuterie that includes a well flavored Bratwurst. So, I would say: Bratwurst, simmered in Celis White Ale and grilled over hickory, served with a side of spicy Creole mustard, warm Yukon gold Potato Salad and Jicama Coleslaw.

Nope. Prior to Publish 6 (the big chef revamp), component experimentation did make a difference (although this was small with low-level components). Now, most components aren't even experimentable (carbosyrup, alcohol, containers, etc) and those that are have their own effects, and do not pass that experimentation on to the final item. So your best bet for components is to use cheap, crap quality resources, saving your good stuff for the final item.